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gravity.py
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gravity.py
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import math, pygame as pg
from time import time, sleep
from utils.general import Colors, check_box_collition
class Box:
def __init__(self, x, y, w, h):
self.x = x
self.y = y
self.w = w
self.h = h
def copy(self):
return Box(self.x, self.y, self.w, self.h)
@property
def center(self):
return pg.Vector2(self.x + self.w/2, self.y + self.h/2)
@property
def rect(self):
return pg.Rect(self.x, self.y, self.w, self.h)
class Entity:
def __init__(self, collider: Box, color: tuple):
self.collider = collider
self.speed = pg.Vector2()
self.color = color
def update(self):
self.collider.x += self.speed.x
self.collider.y += self.speed.y
def draw_box(box: Box, color: tuple):
surface = pg.display.get_surface()
pg.draw.rect(surface, color, box.rect, width=1)
def set_fps(fps, ref_time):
timestamp = time() - ref_time
if 1/fps > timestamp: sleep(1/fps - timestamp)
return time()
width = 640
height = 480
step = 10
frame_limit = 60
n = 10
gravity = 1
game_exit = False
boxes = [Entity(Box(i*width/n, 0, 20, 10), Colors.red) for i in range(n)]
boxes_static = [Entity(Box(0, height-100, width, 5), Colors.green)]
pg.init()
pg.display.set_mode((width, height))
ref_time = time()
while not game_exit:
for event in pg.event.get():
if event.type == pg.QUIT:
game_exit = True
# Apply Force
for box in boxes: box.speed.y += gravity
# Collition Detection
for current_box in boxes_static:
for box in boxes:
for i in range(step):
future_box = box.collider.copy()
future_box.x += i*box.speed.x/step
future_box.y += i*box.speed.y/step
if check_box_collition(future_box, current_box.collider):
box.speed.y = (i-1)*box.speed.y/step
break
# Update
for box in boxes: box.update()
# Render
surface = pg.display.get_surface()
surface.fill(Colors.black)
for box in boxes_static:
draw_box(box.collider, box.color)
for box in boxes:
draw_box(box.collider, box.color)
pg.display.flip()
# FPS Control
ref_time = set_fps(frame_limit, ref_time)
pg.quit()